Ister
Dispirited — literally. Now, he wanders the land, searching for his wayward soul.
- Attack
- 2
- Defense
- 3
- Spell Power
- 1
- Knowledge
- 1
- Luck
- 0
- Morale
- 0
Biography
“Ister” is not a name, but a fragment of one. For he himself is not a person, but a fragment of a person.
A powerful mage once sought to rid himself of his body, aiming to free the spirit. The ritual succeeded — the spirit was freed. However, the body did not perish, instead rising to walk. Now, Ister wanders the world aimlessly, seeking the second half of his name... The second half of himself.
Specialization
He has +5% Movement points for every 8 hero level(s). Moves significantly more efficiently on roads.
Starting skills
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RighteousnessBasicRighteousnessAll who fall in battle do so in the hero’s name! Whenever a friendly creature dies or kills an enemy, the hero’s Attack, Defense, Spell Power and Knowledge increase by 1 for one round. This effect is stackable.
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LogisticsBasicLogistics+10% Movement points on the global map.
Available skills
Roll chance on level-up. Every might hero of the Temple faction shares this table.
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Righteousness8.5%RighteousnessAll who fall in battle do so in the hero’s name! Whenever a friendly creature dies or kills an enemy, the hero’s Attack, Defense, Spell Power and Knowledge increase by 1 for one round. This effect is stackable.
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Offense6.4%OffenseFriendly creatures’ basic attacks deal +15% Damage.
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Defense6.4%DefenseFriendly creatures take –15% Damage from basic attacks.
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Resistance6.4%ResistanceFriendly creatures take –15% Magic Damage.
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Battlecraft6.4%BattlecraftWhen a friendly creature waits on their turn, they gain +?% Attack until the end of the round. When they skip turn, they gain +?% Defense until the end of the round.
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Leadership6.4%LeadershipThe hero gains 1 Morale.
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Combat6.4%Combat -
Insight4.3%InsightThe hero gains +20% more XP.
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Diplomacy4.3%Diplomacy -
Logistics4.3%Logistics+10% Movement points on the global map.
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Scouting4.3%ScoutingThe hero gains 1 sight radius.
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Economy4.3%Economy+500 Gold daily.
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Tactics4.3%TacticsIn the Tactics Phase, creatures can be placed within a 3‑line area.
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Siegecraft4.3%Siegecraft -
Recruitment4.3%Recruitment -
Daylight Magic3.4%Daylight MagicThe hero can learn tier‑5 Daylight spells.
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Arcane Magic2.6%Arcane MagicThe hero can learn tier‑5 Arcane spells.
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Sorcery2.1%Sorcery+10% Magic Damage dealt.
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Wisdom2.1%WisdomThe hero can learn up to tier‑3 spells without knowing the corresponding Magic School skill.
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Summon Avatar2.1%Summon Avatar -
Battle Magic2.1%Battle MagicFriendly creatures’ Attack and Defense increase by 15% of the hero’s Spell Power and Knowledge respectively.
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Luck2.1%LuckThe hero gains 1 Luck.
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Primal Magic1.7%Primal MagicThe hero can learn tier‑5 Primal spells.
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Nightshade Magic0.9%Nightshade MagicThe hero can learn tier‑5 Nightshade spells.